|
FISHMANPET posted:So here's how all my trains get loaded, a series of splitters so that each inserter has its own dedicated belt: Since I've spent the last few hours of play optimizing the factory that loads this train, here's the belts feeding the factories that supply that train: And here's the factory those belts feed:
|
# ? Jul 23, 2014 23:55 |
|
|
# ? May 27, 2024 02:27 |
|
FISHMANPET posted:Since I've spent the last few hours of play optimizing the factory that loads this train, here's the belts feeding the factories that supply that train: Did you use some sort of mod to fill in water? I don't understand how you have absolutely no annoying lakes?
|
# ? Jul 24, 2014 00:24 |
|
You can set Water to only appear near the starting area in the New Game Options.
|
# ? Jul 24, 2014 00:52 |
|
boatiemathmo posted:You can set Water to only appear near the starting area in the New Game Options. This. While it may seem nice, it also removes all natural barriers so you have 360 degrees to fortify in order to defend, and you can't (advanced) refine oil away from your base. So it's a tossup.
|
# ? Jul 24, 2014 01:03 |
|
Can't you also expand the starting area? I also can't believe I never thought about that setting when constantly rejecting and regenerating maps.
|
# ? Jul 24, 2014 01:09 |
|
UberJumper posted:Did you use some sort of mod to fill in water? I don't understand how you have absolutely no annoying lakes? I may have increased the size of the starting area, but I didn't adjust water at all, and I didn't do anything to the map after it was modified. Here's what my whole map looks like:
|
# ? Jul 24, 2014 16:41 |
|
Man, I'm envious of your position. My latest base doesn't have any other bodies of water in a huge radius around me.
|
# ? Jul 24, 2014 16:57 |
|
FISHMANPET posted:I may have increased the size of the starting area, but I didn't adjust water at all, and I didn't do anything to the map after it was modified. Here's what my whole map looks like: See i always see a ton of people with these huge nice continous bodies of water, but all i apparently get is a ton of tiny little lakes thrown everywhere. You should post your map exchange string *EDIT* After playing with the settings in map generation and using the editor. Lowering terrain segmentation to low seems to lead to mostly continous bodies of water outside of your starting zone. Your starting zone for whatever reason will always have a bunch of werid little lakes. However lowering terrain segmentation has a weird downside, and that is on medium+ water sizes there is a good chance you can end up spawning on an island completely cut off from everything. I find the map generation to be really weird in factorio. UberJumper fucked around with this message at 18:51 on Jul 24, 2014 |
# ? Jul 24, 2014 18:03 |
|
AAAKAAMAAQADAwYAAAAEAAAAY29hbAMFAgoAAABjb3BwZXItb3JlAwUCCQAAAGNydWRlLW9pbAUFBAoAAABlbmVteS1iYXNlAwMCCAAAAGlyb24tb3JlAwUCBQAAAHN0b25lAwUCUCbzYPZWAADTXAAAAAAAAAAAAAAFACrrGdL= I'll warn you, starting on this particular map is actually brutal. I haven't exhausted any copper deposits yet, so all the copper you see is what you start with. The deposits are enormous, but really far away.
|
# ? Jul 24, 2014 19:55 |
|
Speaking of weird map generation, I tried making an ultra-huge/rich/common ore map for a speedrun, and I kept getting maps where I was walled in with perfectly circular walls of those stone outcropping doodads. I'm guessing some sort of anticheese, because I don't know of any other reasons that might happen. Anyone else run into this? I'll try to recreate it when I get home.
|
# ? Jul 24, 2014 20:27 |
|
FISHMANPET posted:AAAKAAMAAQADAwYAAAAEAAAAY29hbAMFAgoAAABjb3BwZXItb3JlAwUCCQAAAGNydWRlLW9pbAUFBAoAAABlbmVteS1iYXNlAwMCCAAAAGlyb24tb3JlAwUCBQAAAHN0b25lAwUCUCbzYPZWAADTXAAAAAAAAAAAAAAFACrrGdL= I will give this a shot! Thanks. Evilreaver posted:Speaking of weird map generation, I tried making an ultra-huge/rich/common ore map for a speedrun, and I kept getting maps where I was walled in with perfectly circular walls of those stone outcropping doodads. I'm guessing some sort of anticheese, because I don't know of any other reasons that might happen. Did you specify water to only spawn in your starting area? If so then it seems to fill any areas that it would normally fill with water, instead with those stones. Its really weird.
|
# ? Jul 24, 2014 20:29 |
|
In my experience if you set water to 'only starting area' you get a ring of stones, the size of the ring is determined by the starting area size field. So yeah rush grenades or AP ammo :/
|
# ? Jul 24, 2014 21:45 |
|
Probably not very useful, but interesting. Factorio map generation is weird.
|
# ? Jul 25, 2014 01:27 |
|
AuxPriest posted:
Yeah this is becoming my problem, I have started two games that turns out i am alone on a large island. Opening the map using the map editor, the map editor apparently the only thing it seems to generate is water.
|
# ? Jul 25, 2014 02:06 |
|
I started a new game and ended up on my own personal island.
|
# ? Jul 25, 2014 04:25 |
|
Generate a new map and open it first in the map editor. edit some terrain in if necessary. You can paint a pretty wide swath with it. You should be able to paint more than enough in a bit, though you may need to include iron/copper/other supplies. The bugs should fill themselves in.
|
# ? Jul 25, 2014 04:59 |
|
Something that I've noticed in my maps is that water seems to be the last thing added to a map. I'll often see metal deposits split by a lake where it's obvious that the water was added in after the deposit was generated.
|
# ? Jul 25, 2014 05:22 |
|
Maybe it is a sign that botes are on the way
|
# ? Jul 25, 2014 06:05 |
|
I've been trying to set up an automated research base, but i can't seem to get the proportions of the assemblers right - anyone got a layout i could check to see where i'm going wrong?
|
# ? Jul 25, 2014 09:09 |
|
Ripperljohn posted:I've been trying to set up an automated research base, but i can't seem to get the proportions of the assemblers right - anyone got a layout i could check to see where i'm going wrong? http://www.factorioforums.com/forum/viewtopic.php?f=8&t=4526 - that works quite nicely for red/green. Blue is an utter bastard tbh. I generally double the science pack 1/2 layout (to get one science per second), then to get one blue per second requires: - 16 assembler 2s (or 10 assembler 3s) making blue science. Then you need one advanced circuit, one battery and one smart inserter per second. I'd generally recommend logi-botting those around rather than belting them. Not going to go into the detail except to say you'll need a ton of copper, iron, petrol and water. http://rubyruy.github.io/factorio-calc/ is a fairly basic calc, but it's enough to give you an idea of what you'll need. NB: blue science is actually the one you need least of overall (I think), so it's probably okay if you're producing slightly less blue than red/green.
|
# ? Jul 25, 2014 09:28 |
|
Thel posted:http://www.factorioforums.com/forum/viewtopic.php?f=8&t=4526 - that works quite nicely for red/green. Thanks a bunch,gonna set up the red/green today and see how that goes
|
# ? Jul 25, 2014 09:41 |
|
I do similar set up except I belt iron directly to the gear factory, and have assemblers on both sides of the line. This keeps the red science belt fully loaded, and causes it to take up less space. You could probably put a gear factory on both sides and double up your production all together. I ship green chips to my green bottle factory because gently caress making that poo poo on-site. It's incredibly awkwardly ineffecient. I just mass produce those fuckers else where, and they tend to get a two belts on the bus.
|
# ? Jul 25, 2014 19:05 |
|
Neruz posted:Maybe it is a sign that botes are on the way Or planes.
|
# ? Jul 25, 2014 19:11 |
|
Four red science asmb2's fed by 1 gear asmb2 will keep 15 labs fed right through Lab Effic 4 research. There's no reason to kick production any higher, since getting blue sci that high is a major chore, and that ends up being your bottleneck. I keep 4 reds, 6 greens, and 8 blues running at all times (as long as I have ore coming in, anyway), and that keeps science running fast and reliable. I have chip/advchip production optimized to heck so, it usually ends up being steel or batteries that are my sticking points since they end up at the tail end of my main iron artery and starve each other.
|
# ? Jul 25, 2014 19:33 |
|
Does anyone know about scenarios? If i just add a player to the map will everything work correctly?
|
# ? Jul 25, 2014 19:48 |
|
UberJumper posted:Does anyone know about scenarios? If i just add a player to the map will everything work correctly? Yeah, but you won't have any items. All I did was toss the regular starting items on the ground beside me and pick em up once I loaded.
|
# ? Jul 25, 2014 20:09 |
|
Tanks? How do we feel about tanks https://www.factorio.com/blog/post/fff-44
|
# ? Jul 25, 2014 21:02 |
|
This is one of those things that I feel confident leaving up to the devs with minimal input. These guys know what they're doing and I trust them to make a tank that fits with the car and general theme/appearance of Factorio.
|
# ? Jul 25, 2014 21:10 |
|
Tanks are cool but boats or any kind of vehicle not bound to dry land should probably be a greater priority. Some way to cross bodies of water would be really excellent.
|
# ? Jul 25, 2014 21:11 |
|
Pornographic Memory posted:Tanks are cool but boats or any kind of vehicle not bound to dry land should probably be a greater priority. Some way to cross bodies of water would be really excellent. Make the tanks amphibious.
|
# ? Jul 25, 2014 21:26 |
|
Yeah a boat would be much nicer, honestly i could care less about multiplayer. To me this game just does not feel like a multiplayer game. I would rather see a bunch of improvements in other areas, like doing something about water, bridges, or some more late game stuff. Honestly i still cannot see multiplayer working in a fashion that does not cause a massive headache.
|
# ? Jul 25, 2014 21:59 |
|
In Dytek mod there's a way to play where you have no little guy running around, is there a way to enable this sort of behavior without using Dytek?
|
# ? Jul 25, 2014 22:02 |
|
UberJumper posted:Yeah a boat would be much nicer, honestly i could care less about multiplayer. To me this game just does not feel like a multiplayer game. I would rather see a bunch of improvements in other areas, like doing something about water, bridges, or some more late game stuff. This guy right here was the kid who didn't share the legos.
|
# ? Jul 25, 2014 22:13 |
|
Oh boy! An update! Patch notes posted:Version: 0.10.4 All bugfixes, no features ModeSix posted:In Dytek mod there's a way to play where you have no little guy running around, is there a way to enable this sort of behavior without using Dytek? Play -> Custom Scenario -> base/Sandbox Evilreaver fucked around with this message at 22:51 on Jul 25, 2014 |
# ? Jul 25, 2014 22:48 |
|
Evilreaver posted:All bugfixes, no features Speak for yourself. All I see is this: Patch Notes posted:- Orientation of car and fish can be changed via entity orientation property in lua api (i.e. car.orientation = 0.21). Roads.
|
# ? Jul 26, 2014 00:18 |
|
Evilreaver posted:This is one of those things that I feel confident leaving up to the devs with minimal input. These guys know what they're doing and I trust them to make a tank that fits with the car and general theme/appearance of Factorio. The one thing they really need to do, but haven't said anything about, are some quality of life features. Stuff like map view modes for power/fluid flow, for example.
|
# ? Jul 26, 2014 00:27 |
|
Kenlon posted:The one thing they really need to do, but haven't said anything about, are some quality of life features. Stuff like map view modes for power/fluid flow, for example.
|
# ? Jul 26, 2014 01:14 |
|
Kenlon posted:Stuff like map view modes for power/fluid flow, for example. Oh absolutely. I think I struggled with fluid so much in the beginning because just looking at a pipe and seeing the numbers fluctuate wildly was hard to determine if you werent producing enough or you had too many machines consuming it. Would also be nice to get some kind of logistic fluid pipes that could monitor storage tank levels as well.
|
# ? Jul 26, 2014 01:15 |
|
Drevoak posted:Oh absolutely. I think I struggled with fluid so much in the beginning because just looking at a pipe and seeing the numbers fluctuate wildly was hard to determine if you werent producing enough or you had too many machines consuming it. Would also be nice to get some kind of logistic fluid pipes that could monitor storage tank levels as well. Something like the Dwarf Fortress init variable that replaces liquid tiles with a 0-7 number indicating the amount of fluid in that tile. Or just put a colored overlay over the pipes and adjust the opacity based on how much liquid is in the pipe.
|
# ? Jul 26, 2014 01:24 |
|
|
# ? May 27, 2024 02:27 |
|
Does anyone have a good chemical/oil processing setup? I know someone posted a really nice modular setup but after going through the last 20 pages i cannot find it.
|
# ? Jul 26, 2014 05:56 |